using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.PassiveEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 挑拨 : Skill { public override long Id => (long)SkillID.挑拨; public override string Name => "挑拨"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double EPCost => 65; public override double CD => 55; public override double HardnessTime { get; set; } = 10; public override bool CanSelectSelf => false; public override bool CanSelectTeammate => false; public override bool CanSelectEnemy => true; public override int CanSelectTargetCount => 3; public 挑拨(Character? character = null) : base(SkillType.Skill, character) { CastRange = 4; Effects.Add(new 挑拨特效(this)); } } public class 挑拨特效 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌方角色施加愤怒状态。愤怒:行动受限且失控,行动回合中无法自主行动,仅能对施法者发起普通攻击。持续 {持续时间}。"; public override EffectType EffectType => EffectType.Taunt; public override DispelledType DispelledType => DispelledType.Strong; public override bool ExemptDuration => true; private string 持续时间 => _durative && _duration > 0 ? 实际持续时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0); private readonly bool _durative = false; private readonly double _duration = 0; private readonly int _durationTurn = 2; private readonly double _levelGrowth = 0; public 挑拨特效(Skill skill) : base(skill) { GamingQueue = skill.GamingQueue; } public override async Task OnSkillCasted(Character caster, List targets, List grids, Dictionary others) { foreach (Character target in targets) { WriteLine($"[ {caster} ] 嘲讽了 [ {target} ] ,[ {target} ] 愤怒了!!持续时间:{持续时间}!"); 愤怒 e = new(Skill, caster, caster); if (_durative && _duration > 0) { e.Durative = true; e.Duration = 实际持续时间; e.RemainDuration = 实际持续时间; } else if (!_durative && _durationTurn > 0) { e.Durative = false; e.DurationTurn = (int)实际持续时间; e.RemainDurationTurn = (int)实际持续时间; } target.Effects.Add(e); e.OnEffectGained(target); GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } }